By Loren Knight (Loren) on Friday, April 11, 2003 - 10:45 am: Edit |
And how the heck does the Kzinti DC have anything to do with causing there to be less Seeking Weapons in the game. I mean, uhh, what???
By Roger Dupuy (Rogerdupuy) on Friday, April 11, 2003 - 01:50 pm: Edit |
I echo Mike AND Mike.
Seeking plasma is not to be abandoned. It's just more of an offensive/defensive weapon. Upgrading seeking plasma is problematic as I mentioned.
Also, there are now 2 Romulan DF proposals.
Comments?
By John Trauger (Vorlonagent) on Friday, April 11, 2003 - 01:54 pm: Edit |
MJC, 50% more effective could be overkill against GW tech.
That makes the super-sabot a questionable proposal.
By John Trauger (Vorlonagent) on Friday, April 11, 2003 - 01:55 pm: Edit |
Roger,
You'll find three different proposals by me in the plasma archived and a new one from Loren not far back.
There's little point in abandoning plasma-style seeking weapons.
By Mike Raper (Raperm) on Friday, April 11, 2003 - 02:43 pm: Edit |
I don't think he means to, John. He did say "Seeking plasma is not to be abandoned." I'll go on record and say I don't want to see seeking plasmas abandoned. I do, though, want to see some new DF paradigm for the plasma races. I proposed the plasma cannon for the roms as an outgrowth of mauler tech. John, you had the photon/plasma for the Gorn. Both just add new dimensions, without retracting the normal strategies a plasma player can have.
By Loren Knight (Loren) on Friday, April 11, 2003 - 02:45 pm: Edit |
I've been thinking about the effect of the Veiled Plasma on GW ships and decided that the bad can be balanced by BPV. You see, though it would make it far more difficult for GW to phaser down a plasma it is the tactic for defeating plasma least used. The primary ways to defeat plamsa remain effective (speed or WW or specific allocation). Perhaps a little more effective in that a WW has defeated a more costly Plasma (remember that the Veil device cost even though it is included in the BPV for three units per launcher. Extras are Commanders Options.), the same for speed.
Now, a super-sabot takes away one of two primary ways to defeat plasma. Speed. Drop every bit of power into speed and it may well have little effect.
Remember, the v-plasma does not break lock-on.
By John Trauger (Vorlonagent) on Friday, April 11, 2003 - 03:01 pm: Edit |
Loren,
That's why we really don't want a veil of more than +1. +2 would be too restrictive on P-3's.
By Carl-Magnus Carlsson (Eagle) on Friday, April 11, 2003 - 03:43 pm: Edit |
And this leaves the question why veiled torps at all. If it has little impact on combat I can't see anyone bothering paying for all the neccessary research. Faster and more powerful plasma is the logical way to go. If that path is to be abandoned it must either be because the difficulties are to great, in which case NO RACE is likely to get it, or because something better than speed and power turns up!
If we keep this in mind we don't get sidetracked on ideas that will turn out to be stillborn.
By John Trauger (Vorlonagent) on Friday, April 11, 2003 - 03:54 pm: Edit |
No impact?
Hardly. It's the difference between firing at Range-2 and firing at range-1. I suggested a +1 only because more would be just too good.
Faster and more powerful plasma is the way to go, agreed. (Hey, I proposed the 80-pt Z-torp) but with X2 we want to add some new and different stuff to the equation, so just "bgger and better" won't cut it.
By Mike Raper (Raperm) on Friday, April 11, 2003 - 03:56 pm: Edit |
Bigger and Better is a part of it, though. I proposed the X torp, with a range of 40 and a sixty point warhead. Not small potatoes, certainly. John's Z torp is even bigger. I want to see bigger and better, but also different. I think we have room for both.
By John Trauger (Vorlonagent) on Friday, April 11, 2003 - 04:03 pm: Edit |
exactamundo.
By Tos Crawford (Tos) on Friday, April 11, 2003 - 04:06 pm: Edit |
I prefer faster to stronger.
By John Trauger (Vorlonagent) on Friday, April 11, 2003 - 04:50 pm: Edit |
lacking definitive playtest data to the contrary, I think faster won't play nice with GW-tech
By Aaron Gimblet (Marcus) on Friday, April 11, 2003 - 05:01 pm: Edit |
My concern with Faster, or more to the point with Pure-Faster, as a design choice, is that if you counterbalance the X2 speed advantages by plasma that hits X2 units and does enough damage to hurt X2 units, its going to turn GW units into mulch. Some extra dimension to plasma (Either a combined DF/Seeking race, like the Trobrin, or a better kind of Bolt for the tubes youve already got) might allow Plasma to still be useful IN SEEKING MODE against X2 ships, without just-plain-smushing any GW ships they run into.
Im a bit iffy on Photon-Plasmas, but weve got a Gorn proposal out there. Lets see some Roms.
Ive got to find some way to make playtest time for this stuff.
By Mike Raper (Raperm) on Friday, April 11, 2003 - 05:23 pm: Edit |
Pure faster, IMHO, won't work. For one, it'll run down the GW ships. Two, against X2 shields and other defenses, faster won't matter so much. Speed forty sabots with bigger warheads would seem a better option, but that's me.
By Mike Raper (Raperm) on Friday, April 11, 2003 - 05:58 pm: Edit |
To illustrate what Loren and I (and others) are talking about, here is a Rom XCA I made up awhile back. There are two versions with different modules. Y, and Z. Y is a pure seeking plasma ship. Z has a mix of seeking plasma and DF plasma cannon.
R4.?? Romulan XCA-Y
R4.?? Romulan XCA-Z
Now, I'm not submitting these as Rom SSD's for X2. That's Kenneth's race of choice to work on, and I'm all for letting him work out his proposal. These are just to illustrate that it's possible to mix the two types of plasma together without ruining anything.
By Loren Knight (Loren) on Friday, April 11, 2003 - 06:17 pm: Edit |
The Plasma veil would still be effective. The range modifier should be open for now (+1 to +5). I'm OK with what ever works out.
Please note that prior to Y205 the standard Plasma Sabot will be in effect. A veiled sabot may not be able to be ingaged at R1. If you play your launch carefully you can gain a real tactical edge. It will also intice an enemy into using the WW. Also in a situation near the end game a reserved Veil device used could win the scenario.
No, I don't believe the V-Plasma would be too excessive nor too weak. I might even be willing to consider that the range modifier be in relation to the extra power appied. Say a +1 per two points of power applied to a maximum of +5 (or a maximum to later be determined).
Of course, the tactical implications may well not be readily apparent. And such is why it's interesting (to me anyway).
X2 should be rich with new thinking and tactics. None of us should be able to master it quickely. Otherwise, whats the point? A quick SFU history lesson?
By Loren Knight (Loren) on Friday, April 11, 2003 - 06:29 pm: Edit |
Mike R.: Great example.
I can see the Romulans designing their new fleet under this design doctine.
Fast Attack Raiders (PLC's and 1 heavy Plasma)
Main Battle line ships (Plasmas)
Command Capitol ships (Both).
Commando and Police.
Support and Supply.
By Loren Knight (Loren) on Friday, April 11, 2003 - 06:48 pm: Edit |
Earlier I mentioned useing a device like the Veil for plasma on ships.
Call it Tactical Cloak. (Tac'C or Tac' Cloak)
As mentioned above, it does not break lock-on and the ship need not drop fire-control. The range modifier is applied. It could launch veiled plasmas but any other weapon would instantly reduce the range modifier to zero and the ship would have to re-fade.
Again the power cost would be proportionate to the range modifier desired. Two to bring it on-line and two times the movement cost for each modifier. So on a MC1 ship a +1 modifier would cost four power. A +2 would cost 6 etc. A MC1/2 would be three power for a +1, four power for a +2.
The Tac Cloak can be used in conjunction with EW but the ship cannot use ECCM (even while the range modifier is at 0 but Tac'C is active, which is always known to all players) as this is a signal that would counteract the Tac'Cloak.
By Loren Knight (Loren) on Friday, April 11, 2003 - 06:51 pm: Edit |
One last thing for now.
A Tactical Cloaked ship firing a veiled plasma must have the plasmas Range modifier equal or better than the launching ships range modifier or the ship will have it's modifier reduced by the difference.
Any plasma (veiled or not) launched at a target from range 0 will have it's modifier reduced as if it had launched a non-veiled plasma (i.e. reduced to 0).
A Tactical Cloaked ship must fade in compleatly before swiching "Modes" to normal cloak. It is not possible to go into full cloak from tactical mode.
By Kenneth Jones (Kludge) on Friday, April 11, 2003 - 07:31 pm: Edit |
I've been following the debate going on without interfering in it. In both Cloak and Plasma.
Personally I think a veiled Plasma is not a good idea. but I have'nt even set up some hypothetical situations to look at it one way or the other. (And won't have time for at least a month.)
Any way I'm building the Rom's to be on the low end of the gee whiz tech scale. As easier to PT and adjust.
I'll submit my Revised Rom's next week for everyone to look at and comment on. They are intended to be Y205 with some noted boosts being possible for Y215.
By michael john campbell (Michaelcampbell) on Saturday, April 12, 2003 - 01:38 am: Edit |
Quote:MJC, 50% more effective could be overkill against GW tech.
That makes the super-sabot a questionable proposal.
Quote:I don't think he means to, John. He did say "Seeking plasma is not to be abandoned." I'll go on record and say I don't want to see seeking plasmas abandoned. I do, though, want to see some new DF paradigm for the plasma races. I proposed the plasma cannon for the roms as an outgrowth of mauler tech. John, you had the photon/plasma for the Gorn. Both just add new dimensions, without retracting the normal strategies a plasma player can have.
Quote:Now, a super-sabot takes away one of two primary ways to defeat plasma. Speed. Drop every bit of power into speed and it may well have little effect.
Quote:That's why we really don't want a veil of more than +1. +2 would be too restrictive on P-3's.
Quote:Hardly. It's the difference between firing at Range-2 and firing at range-1. I suggested a +1 only because more would be just too good.
Quote:Faster and more powerful plasma is the way to go, agreed. (Hey, I proposed the 80-pt Z-torp) but with X2 we want to add some new and different stuff to the equation, so just "bgger and better" won't cut it.
Quote:Bigger and Better is a part of it, though. I proposed the X torp, with a range of 40 and a sixty point warhead. Not small potatoes, certainly. John's Z torp is even bigger. I want to see bigger and better, but also different. I think we have room for both.
Quote:I prefer faster to stronger.
Quote:lacking definitive playtest data to the contrary, I think faster won't play nice with GW-tech
Quote:My concern with Faster, or more to the point with Pure-Faster, as a design choice, is that if you counterbalance the X2 speed advantages by plasma that hits X2 units and does enough damage to hurt X2 units, its going to turn GW units into mulch. Some extra dimension to plasma (Either a combined DF/Seeking race, like the Trobrin, or a better kind of Bolt for the tubes youve already got) might allow Plasma to still be useful IN SEEKING MODE against X2 ships, without just-plain-smushing any GW ships they run into.
Quote:Pure faster, IMHO, won't work. For one, it'll run down the GW ships. Two, against X2 shields and other defenses, faster won't matter so much. Speed forty sabots with bigger warheads would seem a better option, but that's me.
By John Trauger (Vorlonagent) on Saturday, April 12, 2003 - 03:15 pm: Edit |
MJC,
The only way I can assume your meaning of "adding 5 hexes to the glory zone" is to extend the range where a plasma bolt hits in a 1-3 out to range-15.
Combining that with a super-sabot does indeed make the X1 plasma loadout much harder to deal with. It'd probably be all you'd need.
Problem is, it doesn't break any new ground.
I'm far more interested in giving ships interesting and different ways doing combat. In addition to possibly being too much for GW-tech, the super-sabot is just an extension of the sabot. It's not new.
In "X2 for the other guys", Mike Dowd, introduced the idea of splattering a ship with web. That's definitely "interesting and different."
Loren's "veiled plasma" proposal is interesting and different too.
If there's one thing Commander's X2 showed us, it's that it isn't hard to design killer ships. It's harder to design one that are fun to fly.
By Tos Crawford (Tos) on Saturday, April 12, 2003 - 06:40 pm: Edit |
1) DERFACS for plasma - range 6-30 hits on 1-3
Reason: Plasma needs something to compete with dancing disruptors more than boosting its 1-10 range odds.
2) Single turn plasma bolts
Put the full amount of power into an X2 plasma in one turn and you can bolt it that turn. The torpedo cannot be held and cannot be launched, it must be bolted or ejected that turn.
3) Plasma bolts use the extended range table of a Sabot when calculating damage, launched or bolted
We make a new weapons chart that lists the same old torps but converts 'count impulses' to 'count hexes' for the faster torps.
4) Allow shotguns and envelopers to be converted from standards at the time of launch with reserve power.
"I'm far more interested in giving ships interesting and different ways doing combat."
You say revolution, I say evolution. I don't want my Alpha to be different, just marginally improved. If I wanted different I'd go play Omega.
By michael john campbell (Michaelcampbell) on Saturday, April 12, 2003 - 10:57 pm: Edit |
Quote:The only way I can assume your meaning of "adding 5 hexes to the glory zone" is to extend the range where a plasma bolt hits in a 1-3 out to range-15.
Combining that with a super-sabot does indeed make the X1 plasma loadout much harder to deal with. It'd probably be all you'd need.
Quote:Problem is, it doesn't break any new ground.
I'm far more interested in giving ships interesting and different ways doing combat. In addition to possibly being too much for GW-tech, the super-sabot is just an extension of the sabot. It's not new.
Quote:4) Allow shotguns and envelopers to be converted from standards at the time of launch with reserve power.
Quote:"I'm far more interested in giving ships interesting and different ways doing combat."
You say revolution, I say evolution. I don't want my Alpha to be different, just marginally improved. If I wanted different I'd go play Omega.
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